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authorClay John <claynjohn@gmail.com>2021-10-26 08:18:39 -0700
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-10-31 15:56:45 +0100
commit8a10bb7d0dd0cc03353bb751af25a0eca1357c9d (patch)
treeae63bd8b1d4bacd65673f7bc455994ed4d288a84 /drivers/opengl/shaders/canvas.glsl
parentce97ddbcb125228cc88fbfdcae932e110ee7daee (diff)
Use OpenGL 3.3 core profile instead of compatibility profile
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
Diffstat (limited to 'drivers/opengl/shaders/canvas.glsl')
-rw-r--r--drivers/opengl/shaders/canvas.glsl686
1 files changed, 0 insertions, 686 deletions
diff --git a/drivers/opengl/shaders/canvas.glsl b/drivers/opengl/shaders/canvas.glsl
deleted file mode 100644
index 3dee2faa88..0000000000
--- a/drivers/opengl/shaders/canvas.glsl
+++ /dev/null
@@ -1,686 +0,0 @@
-/* clang-format off */
-[vertex]
-
-#ifdef USE_GLES_OVER_GL
-#define lowp
-#define mediump
-#define highp
-#else
-precision highp float;
-precision highp int;
-#endif
-
-uniform highp mat4 projection_matrix;
-/* clang-format on */
-
-#include "stdlib.glsl"
-
-uniform highp mat4 modelview_matrix;
-uniform highp mat4 extra_matrix;
-attribute highp vec2 vertex; // attrib:0
-
-#ifdef USE_ATTRIB_LIGHT_ANGLE
-// shared with tangent, not used in canvas shader
-attribute highp float light_angle; // attrib:2
-#endif
-
-attribute vec4 color_attrib; // attrib:3
-attribute vec2 uv_attrib; // attrib:4
-
-#ifdef USE_ATTRIB_MODULATE
-attribute highp vec4 modulate_attrib; // attrib:5
-#endif
-
-#ifdef USE_ATTRIB_LARGE_VERTEX
-// shared with skeleton attributes, not used in batched shader
-attribute highp vec2 translate_attrib; // attrib:6
-attribute highp vec4 basis_attrib; // attrib:7
-#endif
-
-#ifdef USE_SKELETON
-attribute highp vec4 bone_indices; // attrib:6
-attribute highp vec4 bone_weights; // attrib:7
-#endif
-
-#ifdef USE_INSTANCING
-
-attribute highp vec4 instance_xform0; //attrib:8
-attribute highp vec4 instance_xform1; //attrib:9
-attribute highp vec4 instance_xform2; //attrib:10
-attribute highp vec4 instance_color; //attrib:11
-
-#ifdef USE_INSTANCE_CUSTOM
-attribute highp vec4 instance_custom_data; //attrib:12
-#endif
-
-#endif
-
-#ifdef USE_SKELETON
-uniform highp sampler2D skeleton_texture; // texunit:-3
-uniform highp ivec2 skeleton_texture_size;
-uniform highp mat4 skeleton_transform;
-uniform highp mat4 skeleton_transform_inverse;
-#endif
-
-varying vec2 uv_interp;
-varying vec4 color_interp;
-
-#ifdef USE_ATTRIB_MODULATE
-// modulate doesn't need interpolating but we need to send it to the fragment shader
-varying vec4 modulate_interp;
-#endif
-
-#ifdef MODULATE_USED
-uniform vec4 final_modulate;
-#endif
-
-uniform highp vec2 color_texpixel_size;
-
-#ifdef USE_TEXTURE_RECT
-
-uniform vec4 dst_rect;
-uniform vec4 src_rect;
-
-#endif
-
-uniform highp float time;
-
-#ifdef USE_LIGHTING
-
-// light matrices
-uniform highp mat4 light_matrix;
-uniform highp mat4 light_matrix_inverse;
-uniform highp mat4 light_local_matrix;
-uniform highp mat4 shadow_matrix;
-uniform highp vec4 light_color;
-uniform highp vec4 light_shadow_color;
-uniform highp vec2 light_pos;
-uniform highp float shadowpixel_size;
-uniform highp float shadow_gradient;
-uniform highp float light_height;
-uniform highp float light_outside_alpha;
-uniform highp float shadow_distance_mult;
-
-varying vec4 light_uv_interp;
-varying vec2 transformed_light_uv;
-varying vec4 local_rot;
-
-#ifdef USE_SHADOWS
-varying highp vec2 pos;
-#endif
-
-const bool at_light_pass = true;
-#else
-const bool at_light_pass = false;
-#endif
-
-/* clang-format off */
-
-VERTEX_SHADER_GLOBALS
-
-/* clang-format on */
-
-vec2 select(vec2 a, vec2 b, bvec2 c) {
- vec2 ret;
-
- ret.x = c.x ? b.x : a.x;
- ret.y = c.y ? b.y : a.y;
-
- return ret;
-}
-
-void main() {
- vec4 color = color_attrib;
- vec2 uv;
-
-#ifdef USE_INSTANCING
- mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
- color *= instance_color;
-
-#ifdef USE_INSTANCE_CUSTOM
- vec4 instance_custom = instance_custom_data;
-#else
- vec4 instance_custom = vec4(0.0);
-#endif
-
-#else
- mat4 extra_matrix_instance = extra_matrix;
- vec4 instance_custom = vec4(0.0);
-#endif
-
-#ifdef USE_TEXTURE_RECT
-
- if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z
- uv = src_rect.xy + abs(src_rect.zw) * vertex.yx;
- } else {
- uv = src_rect.xy + abs(src_rect.zw) * vertex;
- }
-
- vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0);
-
- // This is what is done in the GLES 3 bindings and should
- // take care of flipped rects.
- //
- // But it doesn't.
- // I don't know why, will need to investigate further.
-
- outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0)));
-
- // outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex;
-#else
- vec4 outvec = vec4(vertex.xy, 0.0, 1.0);
-
- uv = uv_attrib;
-#endif
-
- float point_size = 1.0;
-
- {
- vec2 src_vtx = outvec.xy;
- /* clang-format off */
-
-VERTEX_SHADER_CODE
-
- /* clang-format on */
- }
-
- gl_PointSize = point_size;
-
-#ifdef USE_ATTRIB_MODULATE
- // modulate doesn't need interpolating but we need to send it to the fragment shader
- modulate_interp = modulate_attrib;
-#endif
-
-#ifdef USE_ATTRIB_LARGE_VERTEX
- // transform is in attributes
- vec2 temp;
-
- temp = outvec.xy;
- temp.x = (outvec.x * basis_attrib.x) + (outvec.y * basis_attrib.z);
- temp.y = (outvec.x * basis_attrib.y) + (outvec.y * basis_attrib.w);
-
- temp += translate_attrib;
- outvec.xy = temp;
-
-#else
-
- // transform is in uniforms
-#if !defined(SKIP_TRANSFORM_USED)
- outvec = extra_matrix_instance * outvec;
- outvec = modelview_matrix * outvec;
-#endif
-
-#endif // not large integer
-
- color_interp = color;
-
-#ifdef USE_PIXEL_SNAP
- outvec.xy = floor(outvec + 0.5).xy;
- // precision issue on some hardware creates artifacts within texture
- // offset uv by a small amount to avoid
- uv += 1e-5;
-#endif
-
-#ifdef USE_SKELETON
-
- // look up transform from the "pose texture"
- if (bone_weights != vec4(0.0)) {
- highp mat4 bone_transform = mat4(0.0);
-
- for (int i = 0; i < 4; i++) {
- ivec2 tex_ofs = ivec2(int(bone_indices[i]) * 2, 0);
-
- highp mat4 b = mat4(
- texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(0, 0)),
- texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
- vec4(0.0, 0.0, 1.0, 0.0),
- vec4(0.0, 0.0, 0.0, 1.0));
-
- bone_transform += b * bone_weights[i];
- }
-
- mat4 bone_matrix = skeleton_transform * transpose(bone_transform) * skeleton_transform_inverse;
-
- outvec = bone_matrix * outvec;
- }
-
-#endif
-
- uv_interp = uv;
- gl_Position = projection_matrix * outvec;
-
-#ifdef USE_LIGHTING
-
- light_uv_interp.xy = (light_matrix * outvec).xy;
- light_uv_interp.zw = (light_local_matrix * outvec).xy;
-
- transformed_light_uv = (mat3(light_matrix_inverse) * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping
-
-#ifdef USE_SHADOWS
- pos = outvec.xy;
-#endif
-
-#ifdef USE_ATTRIB_LIGHT_ANGLE
- // we add a fixed offset because we are using the sign later,
- // and don't want floating point error around 0.0
- float la = abs(light_angle) - 1.0;
-
- // vector light angle
- vec4 vla;
- vla.xy = vec2(cos(la), sin(la));
- vla.zw = vec2(-vla.y, vla.x);
-
- // vertical flip encoded in the sign
- vla.zw *= sign(light_angle);
-
- // apply the transform matrix.
- // The rotate will be encoded in the transform matrix for single rects,
- // and just the flips in the light angle.
- // For batching we will encode the rotation and the flips
- // in the light angle, and can use the same shader.
- local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.xy, 0.0, 0.0))).xy);
- local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.zw, 0.0, 0.0))).xy);
-#else
- local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(1.0, 0.0, 0.0, 0.0))).xy);
- local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(0.0, 1.0, 0.0, 0.0))).xy);
-#ifdef USE_TEXTURE_RECT
- local_rot.xy *= sign(src_rect.z);
- local_rot.zw *= sign(src_rect.w);
-#endif
-#endif // not using light angle
-
-#endif
-}
-
-/* clang-format off */
-[fragment]
-
-// texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
-// Do not copy these defines in the vertex section.
-#ifndef USE_GLES_OVER_GL
-#ifdef GL_EXT_shader_texture_lod
-#extension GL_EXT_shader_texture_lod : enable
-#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
-#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
-#endif
-#endif // !USE_GLES_OVER_GL
-
-#ifdef GL_ARB_shader_texture_lod
-#extension GL_ARB_shader_texture_lod : enable
-#endif
-
-#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
-#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
-#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
-#endif
-
-#ifdef USE_GLES_OVER_GL
-#define lowp
-#define mediump
-#define highp
-#else
-#if defined(USE_HIGHP_PRECISION)
-precision highp float;
-precision highp int;
-#else
-precision mediump float;
-precision mediump int;
-#endif
-#endif
-
-#include "stdlib.glsl"
-
-uniform sampler2D color_texture; // texunit:-1
-/* clang-format on */
-uniform highp vec2 color_texpixel_size;
-uniform mediump sampler2D normal_texture; // texunit:-2
-
-varying mediump vec2 uv_interp;
-varying mediump vec4 color_interp;
-
-#ifdef USE_ATTRIB_MODULATE
-varying mediump vec4 modulate_interp;
-#endif
-
-uniform highp float time;
-
-uniform vec4 final_modulate;
-
-#ifdef SCREEN_TEXTURE_USED
-
-uniform sampler2D screen_texture; // texunit:-4
-
-#endif
-
-#ifdef SCREEN_UV_USED
-
-uniform vec2 screen_pixel_size;
-
-#endif
-
-#ifdef USE_LIGHTING
-
-uniform highp mat4 light_matrix;
-uniform highp mat4 light_local_matrix;
-uniform highp mat4 shadow_matrix;
-uniform highp vec4 light_color;
-uniform highp vec4 light_shadow_color;
-uniform highp vec2 light_pos;
-uniform highp float shadowpixel_size;
-uniform highp float shadow_gradient;
-uniform highp float light_height;
-uniform highp float light_outside_alpha;
-uniform highp float shadow_distance_mult;
-
-uniform lowp sampler2D light_texture; // texunit:-6
-varying vec4 light_uv_interp;
-varying vec2 transformed_light_uv;
-
-varying vec4 local_rot;
-
-#ifdef USE_SHADOWS
-
-uniform highp sampler2D shadow_texture; // texunit:-5
-varying highp vec2 pos;
-
-#endif
-
-const bool at_light_pass = true;
-#else
-const bool at_light_pass = false;
-#endif
-
-uniform bool use_default_normal;
-
-/* clang-format off */
-
-FRAGMENT_SHADER_GLOBALS
-
-/* clang-format on */
-
-void light_compute(
- inout vec4 light,
- inout vec2 light_vec,
- inout float light_height,
- inout vec4 light_color,
- vec2 light_uv,
- inout vec4 shadow_color,
- inout vec2 shadow_vec,
- vec3 normal,
- vec2 uv,
-#if defined(SCREEN_UV_USED)
- vec2 screen_uv,
-#endif
- vec4 color) {
-
-#if defined(USE_LIGHT_SHADER_CODE)
-
- /* clang-format off */
-
-LIGHT_SHADER_CODE
-
- /* clang-format on */
-
-#endif
-}
-
-void main() {
- vec4 color = color_interp;
- vec2 uv = uv_interp;
-#ifdef USE_FORCE_REPEAT
- //needs to use this to workaround GLES2/WebGL1 forcing tiling that textures that don't support it
- uv = mod(uv, vec2(1.0, 1.0));
-#endif
-
-#if !defined(COLOR_USED)
- //default behavior, texture by color
- color *= texture2D(color_texture, uv);
-#endif
-
-#ifdef SCREEN_UV_USED
- vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
-#endif
-
- vec3 normal;
-
-#if defined(NORMAL_USED)
-
- bool normal_used = true;
-#else
- bool normal_used = false;
-#endif
-
- if (use_default_normal) {
- normal.xy = texture2D(normal_texture, uv).xy * 2.0 - 1.0;
- normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
- normal_used = true;
- } else {
- normal = vec3(0.0, 0.0, 1.0);
- }
-
- {
- float normal_depth = 1.0;
-
-#if defined(NORMALMAP_USED)
- vec3 normal_map = vec3(0.0, 0.0, 1.0);
- normal_used = true;
-#endif
-
- /* clang-format off */
-
-FRAGMENT_SHADER_CODE
-
- /* clang-format on */
-
-#if defined(NORMALMAP_USED)
- normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth);
-#endif
- }
-
-#ifdef USE_ATTRIB_MODULATE
- color *= modulate_interp;
-#else
-#if !defined(MODULATE_USED)
- color *= final_modulate;
-#endif
-#endif
-
-#ifdef USE_LIGHTING
-
- vec2 light_vec = transformed_light_uv;
- vec2 shadow_vec = transformed_light_uv;
-
- if (normal_used) {
- normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy;
- }
-
- float att = 1.0;
-
- vec2 light_uv = light_uv_interp.xy;
- vec4 light = texture2D(light_texture, light_uv);
-
- if (any(lessThan(light_uv_interp.xy, vec2(0.0, 0.0))) || any(greaterThanEqual(light_uv_interp.xy, vec2(1.0, 1.0)))) {
- color.a *= light_outside_alpha; //invisible
-
- } else {
- float real_light_height = light_height;
- vec4 real_light_color = light_color;
- vec4 real_light_shadow_color = light_shadow_color;
-
-#if defined(USE_LIGHT_SHADER_CODE)
- //light is written by the light shader
- light_compute(
- light,
- light_vec,
- real_light_height,
- real_light_color,
- light_uv,
- real_light_shadow_color,
- shadow_vec,
- normal,
- uv,
-#if defined(SCREEN_UV_USED)
- screen_uv,
-#endif
- color);
-#endif
-
- light *= real_light_color;
-
- if (normal_used) {
- vec3 light_normal = normalize(vec3(light_vec, -real_light_height));
- light *= max(dot(-light_normal, normal), 0.0);
- }
-
- color *= light;
-
-#ifdef USE_SHADOWS
-
-#ifdef SHADOW_VEC_USED
- mat3 inverse_light_matrix = mat3(light_matrix);
- inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
- inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
- inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
- shadow_vec = (inverse_light_matrix * vec3(shadow_vec, 0.0)).xy;
-#else
- shadow_vec = light_uv_interp.zw;
-#endif
-
- float angle_to_light = -atan(shadow_vec.x, shadow_vec.y);
- float PI = 3.14159265358979323846264;
- /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
- float ang*/
-
- float su, sz;
-
- float abs_angle = abs(angle_to_light);
- vec2 point;
- float sh;
- if (abs_angle < 45.0 * PI / 180.0) {
- point = shadow_vec;
- sh = 0.0 + (1.0 / 8.0);
- } else if (abs_angle > 135.0 * PI / 180.0) {
- point = -shadow_vec;
- sh = 0.5 + (1.0 / 8.0);
- } else if (angle_to_light > 0.0) {
- point = vec2(shadow_vec.y, -shadow_vec.x);
- sh = 0.25 + (1.0 / 8.0);
- } else {
- point = vec2(-shadow_vec.y, shadow_vec.x);
- sh = 0.75 + (1.0 / 8.0);
- }
-
- highp vec4 s = shadow_matrix * vec4(point, 0.0, 1.0);
- s.xyz /= s.w;
- su = s.x * 0.5 + 0.5;
- sz = s.z * 0.5 + 0.5;
- //sz=lightlength(light_vec);
-
- highp float shadow_attenuation = 0.0;
-
-#ifdef USE_RGBA_SHADOWS
-#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0))
-
-#else
-
-#define SHADOW_DEPTH(m_tex, m_uv) (texture2D((m_tex), (m_uv)).r)
-
-#endif
-
-#ifdef SHADOW_USE_GRADIENT
-
- /* clang-format off */
- /* GLSL es 100 doesn't support line continuation characters(backslashes) */
-#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); }
-
-#else
-
-#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); shadow_attenuation += step(sz, sd); }
- /* clang-format on */
-
-#endif
-
-#ifdef SHADOW_FILTER_NEAREST
-
- SHADOW_TEST(su);
-
-#endif
-
-#ifdef SHADOW_FILTER_PCF3
-
- SHADOW_TEST(su + shadowpixel_size);
- SHADOW_TEST(su);
- SHADOW_TEST(su - shadowpixel_size);
- shadow_attenuation /= 3.0;
-
-#endif
-
-#ifdef SHADOW_FILTER_PCF5
-
- SHADOW_TEST(su + shadowpixel_size * 2.0);
- SHADOW_TEST(su + shadowpixel_size);
- SHADOW_TEST(su);
- SHADOW_TEST(su - shadowpixel_size);
- SHADOW_TEST(su - shadowpixel_size * 2.0);
- shadow_attenuation /= 5.0;
-
-#endif
-
-#ifdef SHADOW_FILTER_PCF7
-
- SHADOW_TEST(su + shadowpixel_size * 3.0);
- SHADOW_TEST(su + shadowpixel_size * 2.0);
- SHADOW_TEST(su + shadowpixel_size);
- SHADOW_TEST(su);
- SHADOW_TEST(su - shadowpixel_size);
- SHADOW_TEST(su - shadowpixel_size * 2.0);
- SHADOW_TEST(su - shadowpixel_size * 3.0);
- shadow_attenuation /= 7.0;
-
-#endif
-
-#ifdef SHADOW_FILTER_PCF9
-
- SHADOW_TEST(su + shadowpixel_size * 4.0);
- SHADOW_TEST(su + shadowpixel_size * 3.0);
- SHADOW_TEST(su + shadowpixel_size * 2.0);
- SHADOW_TEST(su + shadowpixel_size);
- SHADOW_TEST(su);
- SHADOW_TEST(su - shadowpixel_size);
- SHADOW_TEST(su - shadowpixel_size * 2.0);
- SHADOW_TEST(su - shadowpixel_size * 3.0);
- SHADOW_TEST(su - shadowpixel_size * 4.0);
- shadow_attenuation /= 9.0;
-
-#endif
-
-#ifdef SHADOW_FILTER_PCF13
-
- SHADOW_TEST(su + shadowpixel_size * 6.0);
- SHADOW_TEST(su + shadowpixel_size * 5.0);
- SHADOW_TEST(su + shadowpixel_size * 4.0);
- SHADOW_TEST(su + shadowpixel_size * 3.0);
- SHADOW_TEST(su + shadowpixel_size * 2.0);
- SHADOW_TEST(su + shadowpixel_size);
- SHADOW_TEST(su);
- SHADOW_TEST(su - shadowpixel_size);
- SHADOW_TEST(su - shadowpixel_size * 2.0);
- SHADOW_TEST(su - shadowpixel_size * 3.0);
- SHADOW_TEST(su - shadowpixel_size * 4.0);
- SHADOW_TEST(su - shadowpixel_size * 5.0);
- SHADOW_TEST(su - shadowpixel_size * 6.0);
- shadow_attenuation /= 13.0;
-
-#endif
-
- //color *= shadow_attenuation;
- color = mix(real_light_shadow_color, color, shadow_attenuation);
-//use shadows
-#endif
- }
-
-//use lighting
-#endif
-
- gl_FragColor = color;
-}